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Diffstat (limited to 'users/snowe/ocean_dream.c')
-rw-r--r-- | users/snowe/ocean_dream.c | 555 |
1 files changed, 555 insertions, 0 deletions
diff --git a/users/snowe/ocean_dream.c b/users/snowe/ocean_dream.c new file mode 100644 index 0000000000..2f372628da --- /dev/null +++ b/users/snowe/ocean_dream.c @@ -0,0 +1,555 @@ +/* + * Copyright 2021 Tyler Thrailkill (@snowe/@snowe2010) <tyler.b.thrailkill@gmail.com> + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +#include "ocean_dream.h" +#include "quantum.h" +#include "print.h" + +// Calculated Parameters +#define TWINKLE_PROBABILITY_MODULATOR 100 / TWINKLE_PROBABILITY // CALCULATED: Don't Touch +#define TOTAL_STARS STARS_PER_LINE *NUMBER_OF_STAR_LINES // CALCULATED: Don't Touch +#define OCEAN_ANIMATION_MODULATOR NUMBER_OF_FRAMES / OCEAN_ANIMATION_SPEED // CALCULATED: Don't Touch +#define SHOOTING_STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / SHOOTING_STAR_ANIMATION_SPEED // CALCULATED: Don't Touch +#define STAR_ANIMATION_MODULATOR NUMBER_OF_FRAMES / STAR_ANIMATION_SPEED // CALCULATED: Don't Touch + +uint8_t animation_counter = 0; // global animation counter. +bool is_calm = false; +uint32_t starry_night_anim_timer = 0; +uint32_t starry_night_anim_sleep = 0; +static int current_wpm = 0; + +static uint8_t increment_counter(uint8_t counter, uint8_t max) { + counter++; + if (counter >= max) { + return 0; + } else { + return counter; + } +} + +#ifdef ENABLE_WAVE +static uint8_t decrement_counter(uint8_t counter, uint8_t max) { + counter--; + if (counter < 0 || counter > max) { + return max; + } else { + return counter; + } +} +#endif + +#ifdef ENABLE_MOON // region +# ifndef STATIC_MOON +uint8_t moon_animation_frame = 0; // keeps track of current moon frame +uint16_t moon_animation_counter = 0; // counts how many frames to wait before animating moon to next frame +# endif + +# ifdef STATIC_MOON +static const char PROGMEM moon[6] = { + 0x18, 0x7E, 0xFF, 0xC3, 0x81, 0x81, +}; +# endif + +# ifndef STATIC_MOON +static const char PROGMEM moon_animation[14][8] = { + // clang-format off + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x42, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xC3, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xFF, 0xC3, 0x81, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xFF, 0xC3, 0x81, 0x00, 0x00, 0x00, }, + { 0x3C, 0x7E, 0xC3, 0x81, 0x81, 0x00, 0x00, 0x00, }, + { 0x3C, 0x42, 0x81, 0x81, 0x00, 0x00, 0x00, 0x00, }, + { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }, + { 0x00, 0x00, 0x00, 0x00, 0x81, 0x81, 0x42, 0x3C, }, + { 0x00, 0x00, 0x00, 0x81, 0x81, 0xC3, 0x7E, 0x3C, }, + { 0x00, 0x00, 0x00, 0x81, 0xC3, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x00, 0x81, 0xC3, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x00, 0xC3, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + { 0x00, 0x42, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, }, + // clang-format on +}; +# endif + +static void draw_moon(void) { +# ifdef STATIC_MOON + oled_set_cursor(MOON_COLUMN, MOON_LINE); + oled_write_raw_P(moon, 6); +# endif +# ifndef STATIC_MOON + moon_animation_counter = increment_counter(moon_animation_counter, ANIMATE_MOON_EVERY_N_FRAMES); + if (moon_animation_counter == 0) { + moon_animation_frame = increment_counter(moon_animation_frame, 14); + oled_set_cursor(MOON_COLUMN, MOON_LINE); + oled_write_raw_P(moon_animation[moon_animation_frame], 8); + } +# endif +} +#endif // endregion + +#ifdef ENABLE_WAVE // region +uint8_t starry_night_wave_frame_width_counter = 31; +uint8_t rough_waves_frame_counter = 0; + +// clang-format off +static const char PROGMEM ocean_top[8][32] = { + // still ocean + { + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + }, + // small ripples + { + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x40, + }, + // level 2 ripples + { + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + 0x20, 0x60, 0x40, 0x40, 0x20, 0x60, 0x40, 0x40, + }, + // level 3 waves + { + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + 0x40, 0x20, 0x10, 0x20, 0x40, 0x40, 0x40, 0x40, + }, + { + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + 0x40, 0x40, 0x20, 0x10, 0x28, 0x50, 0x40, 0x40, + }, + { + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + 0x40, 0x40, 0x40, 0x20, 0x10, 0x30, 0x70, 0x60, + }, +}; +static const char PROGMEM ocean_bottom[8][32] = { + // still ocean + { + 0x00, 0x40, 0x40, 0x41, 0x01, 0x01, 0x01, 0x21, + 0x20, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, 0x44, + 0x44, 0x40, 0x40, 0x00, 0x00, 0x08, 0x08, 0x00, + 0x01, 0x01, 0x01, 0x00, 0x40, 0x40, 0x00, 0x00, + }, + // small ripples + { + 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20, + 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, + 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, + 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, + }, + // level 2 ripples + { + 0x00, 0x00, 0x40, 0x40, 0x01, 0x01, 0x01, 0x20, + 0x20, 0x00, 0x00, 0x00, 0x04, 0x04, 0x04, 0x04, + 0x40, 0x40, 0x00, 0x00, 0x00, 0x00, 0x08, 0x00, + 0x00, 0x01, 0x01, 0x00, 0x00, 0x40, 0x00, 0x00, + }, + // level 3 waves + { + 0x00, 0x40, 0x40, 0x42, 0x42, 0x03, 0x11, 0x11, + 0x20, 0x20, 0x00, 0x00, 0x08, 0x0C, 0x0C, 0x04, + 0x05, 0x41, 0x41, 0x21, 0x20, 0x00, 0x00, 0x08, + 0x0A, 0x0A, 0x0B, 0x41, 0x41, 0x41, 0x41, 0x00, + }, + { + 0x10, 0x10, 0x00, 0x80, 0x84, 0xC4, 0x02, 0x06, + 0x84, 0x44, 0xC0, 0x80, 0x80, 0x20, 0x20, 0x10, + 0x08, 0x12, 0x91, 0x81, 0x42, 0x40, 0x00, 0x00, + 0x10, 0x12, 0x22, 0x22, 0x24, 0x04, 0x84, 0x80, + }, + { + 0x08, 0x80, 0x80, 0x82, 0x82, 0x03, 0x21, 0x21, + 0x10, 0x10, 0x00, 0x00, 0x04, 0x04, 0x0C, 0x08, + 0x09, 0x41, 0x42, 0x22, 0x20, 0x00, 0x00, 0x08, + 0x0A, 0x0A, 0x0B, 0x41, 0x43, 0x42, 0x42, 0x00, + }, +}; +// clang-format on + +static void animate_waves(void) { + starry_night_wave_frame_width_counter = decrement_counter(starry_night_wave_frame_width_counter, WIDTH - 1); // only 3 frames for last wave type + rough_waves_frame_counter = increment_counter(rough_waves_frame_counter, 3); // only 3 frames for last wave type + + void draw_ocean(uint8_t frame, uint16_t offset, uint8_t byte_index) { + oled_write_raw_byte(pgm_read_byte(ocean_top[frame] + byte_index), offset); + oled_write_raw_byte(pgm_read_byte(ocean_bottom[frame] + byte_index), offset + WIDTH); + } + + for (int i = 0; i < WIDTH; ++i) { + uint16_t offset = OCEAN_LINE * WIDTH + i; + uint8_t byte_index = starry_night_wave_frame_width_counter + i; + if (byte_index >= WIDTH) { + byte_index = byte_index - WIDTH; + } + if (is_calm || current_wpm <= WAVE_CALM) { + draw_ocean(0, offset, byte_index); + } else if (current_wpm <= WAVE_HEAVY_STORM) { + draw_ocean(1, offset, byte_index); + } else if (current_wpm <= WAVE_HURRICANE) { + draw_ocean(2, offset, byte_index); + } else { + draw_ocean(3 + rough_waves_frame_counter, offset, byte_index); + } + } +} +#endif // endregion + +#ifdef ENABLE_ISLAND // region +uint8_t island_frame_1 = 0; + +// clang-format off +// only use 46 bytes (first 18 are blank, so we don't write them, makes it smaller and we can see the shooting stars properly!) + +// To save space and allow the shooting stars to be seen, only draw the tree on every frame. +// Tree is only 14bytes wide so we save 108 bytes on just the first row. Second row, the +// first 18 bytes is always the same piece of land, so only store that once, which saves 90 bytes +static const char PROGMEM islandRightTop[6][14] = { + {0x84, 0xEC, 0x6C, 0x3C, 0xF8, 0xFE, 0x3F, 0x6B, 0xDB, 0xB9, 0x30, 0x40, 0x00, 0x00,}, + {0x80, 0xC3, 0xEE, 0x7C, 0xB8, 0xFC, 0xFE, 0x6F, 0xDB, 0x9B, 0xB2, 0x30, 0x00, 0x00,}, + {0x00, 0xC0, 0xEE, 0x7F, 0x3D, 0xF8, 0xFC, 0x7E, 0x57, 0xDB, 0xDB, 0x8A, 0x00, 0x00,}, + {0x00, 0xC0, 0xE6, 0x7F, 0x3B, 0xF9, 0xFC, 0xFC, 0xB6, 0xB3, 0x33, 0x61, 0x00, 0x00,}, + {0x00, 0x00, 0x00, 0x00, 0x80, 0xEE, 0xFF, 0xFB, 0xF9, 0xFC, 0xDE, 0xB6, 0xB6, 0x24,}, + {0x00, 0x00, 0x00, 0x00, 0xC0, 0xEE, 0xFE, 0xFF, 0xFB, 0xFD, 0xEE, 0xB6, 0xB6, 0x92,}, +}; +static const char PROGMEM islandRightBottom[6][14] = { + {0x41, 0x40, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x41, 0x43, 0x40, 0x40, 0x40, 0x80,}, + {0x40, 0x41, 0x60, 0x3E, 0x3F, 0x23, 0x20, 0x60, 0x40, 0x40, 0x41, 0x41, 0x40, 0x80,}, + {0x40, 0x40, 0x61, 0x3D, 0x3F, 0x27, 0x21, 0x60, 0x40, 0x40, 0x40, 0x40, 0x40, 0x80,}, + {0x40, 0x43, 0x61, 0x3C, 0x3F, 0x27, 0x21, 0x60, 0x41, 0x43, 0x43, 0x42, 0x40, 0x80,}, + {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x44, 0x40, 0x41, 0x41, 0x41, 0x81,}, + {0x40, 0x40, 0x60, 0x3C, 0x3F, 0x27, 0x23, 0x63, 0x42, 0x42, 0x41, 0x41, 0x41, 0x80,}, +}; +static const char PROGMEM islandLeft[18] = { + 0x80, 0x40, 0x40, 0x40, 0x40, 0x60, + 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, + 0x20, 0x20, 0x20, 0x60, 0x40, 0x40, +}; +// clang-format on + +static void animate_island(void) { + if (animation_counter == 0) { + island_frame_1 = increment_counter(island_frame_1, 2); + } + + void draw_island_parts(uint8_t frame) { + oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE); + oled_write_raw_P(islandRightTop[frame], 14); + oled_set_cursor(ISLAND_COLUMN + 0, ISLAND_LINE + 1); + oled_write_raw_P(islandLeft, 18); + oled_set_cursor(ISLAND_COLUMN + 3, ISLAND_LINE + 1); + oled_write_raw_P(islandRightBottom[frame], 14); + } + + if (is_calm || current_wpm < ISLAND_CALM) { + draw_island_parts(0); + } else if (current_wpm >= ISLAND_CALM && current_wpm < ISLAND_HEAVY_STORM) { + draw_island_parts(island_frame_1 + 1); + } else if (current_wpm >= ISLAND_HEAVY_STORM && current_wpm < ISLAND_HURRICANE) { + draw_island_parts(island_frame_1 + 2); + } else { + draw_island_parts(island_frame_1 + 4); + } +} +#endif // endregion + +#ifdef ENABLE_STARS // region +bool stars_setup = false; // only setup stars once, then we just twinkle them +struct Coordinate { + int x; + int y; + bool exists; +}; + +struct Coordinate stars[TOTAL_STARS]; // tracks all stars/coordinates + +/** + * Setup all the initial stars on the screen + * This function divides the screen into regions based on STARS_PER_LINE and NUMBER_OF_STAR_LINES + * where each line is made up of 8x8 pixel groups, that are populated by a single star. + * + * Not sure how this function will work with larger or smaller screens. + * It should be fine, as long as the screen width is a multiple of 8 + */ +static void setup_stars(void) { + // For every line, split the line into STARS_PER_LINE, find a random point in that region, and turn the pixel on + // 36% probability it will not be added + // (said another way, 80% chance it will start out lit in the x direction, then 80% chance it will start out lit in the y direction = 64% probability it will start out lit at all) + for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) { + for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) { + uint8_t rand_column = rand() % 10; + uint8_t rand_row = rand() % 10; + if (rand_column < 8 && rand_row < 8) { + int column_adder = column_group * 8; + int line_adder = line * 8; + int x = rand_column + column_adder; + int y = rand_row + line_adder; + oled_write_pixel(x, y, true); + stars[column_group + (line * STARS_PER_LINE)].x = x; + stars[column_group + (line * STARS_PER_LINE)].y = y; + stars[column_group + (line * STARS_PER_LINE)].exists = true; + } else { + stars[column_group + (line * STARS_PER_LINE)].exists = false; + } + } + } + stars_setup = true; +} + +/** + * Twinkle the stars (move them one pixel in any direction) with a probability of 50% to twinkle any given star + */ +static void twinkle_stars(void) { + for (int line = 0; line < NUMBER_OF_STAR_LINES; ++line) { + for (int column_group = 0; column_group < STARS_PER_LINE; ++column_group) { + struct Coordinate star = stars[column_group + (line * STARS_PER_LINE)]; + + // skip stars that were never added + if (!star.exists) { + continue; + } + if (rand() % TWINKLE_PROBABILITY_MODULATOR == 0) { + oled_write_pixel(star.x, star.y, false); // black out pixel + + // don't allow stars to leave their own region + if (star.x == (column_group * 8)) { // star is the farthest left it can go in its region + star.x++; // move it right immediately + } else if (star.x == (((column_group + 1) * 8) - 1)) { // star is farthest right it can go in its region + star.x--; // move it left immediately + } + if (star.y == (line * 8)) { // star is the farthest up it can go in its region + star.y++; // move it down immediately + } else if (star.y == (((line + 1) * 8) - 1)) { // star is farthest down it can go in its region + star.y--; // move it up immediately + } + + // now decide direction + int new_x; + int x_choice = rand() % 3; + if (x_choice == 0) { + new_x = star.x - 1; + } else if (x_choice == 1) { + new_x = star.x + 1; + } else { + new_x = star.x; + } + + int new_y; + int y_choice = rand() % 3; + if (y_choice == 0) { + new_y = star.y - 1; + } else if (y_choice == 1) { + new_y = star.y + 1; + } else { + new_y = star.y; + } + + star.x = new_x; + star.y = new_y; + oled_write_pixel(new_x, new_y, true); + } + + stars[column_group + (line * STARS_PER_LINE)] = star; + } + } +} + +/** + * Setup the stars and then animate them on subsequent frames + */ +static void animate_stars(void) { + if (!stars_setup) { + setup_stars(); + } else { + twinkle_stars(); + } +} +#endif // endregion + +#ifdef ENABLE_SHOOTING_STARS // region +bool shooting_stars_setup = false; // only setup shooting stars array once with defaults + +struct ShootingStar { + int x_1; + int y_1; + int x_2; + int y_2; + bool running; + int frame; + int delay; +}; + +struct ShootingStar shooting_stars[MAX_NUMBER_OF_SHOOTING_STARS]; // tracks all the shooting stars + +static void setup_shooting_star(struct ShootingStar *shooting_star) { + int column_to_start = rand() % (WIDTH / 2); + int row_to_start = rand() % (HEIGHT - 48); // shooting_stars travel diagonally 1 down, 1 across. So the lowest a shooting_star can start and not 'hit' the ocean is 32 above the ocean. + + shooting_star->x_1 = column_to_start; + shooting_star->y_1 = row_to_start; + shooting_star->x_2 = column_to_start + 1; + shooting_star->y_2 = row_to_start + 1; + shooting_star->running = true; + shooting_star->frame++; + shooting_star->delay = rand() % SHOOTING_STAR_DELAY; +} + +static void move_shooting_star(struct ShootingStar *shooting_star) { + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false); + + shooting_star->x_1++; + shooting_star->y_1++; + shooting_star->x_2++; + shooting_star->y_2++; + shooting_star->frame++; + + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, true); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, true); +} + +static void finish_shooting_star(struct ShootingStar *shooting_star) { + oled_write_pixel(shooting_star->x_1, shooting_star->y_1, false); + oled_write_pixel(shooting_star->x_2, shooting_star->y_2, false); + shooting_star->running = false; + shooting_star->frame = 0; +} + +static void animate_shooting_star(struct ShootingStar *shooting_star) { + if (shooting_star->frame > SHOOTING_STAR_FRAMES) { + finish_shooting_star(shooting_star); + return; + } else if (!shooting_star->running) { + setup_shooting_star(shooting_star); + } else { + if (shooting_star->delay == 0) { + move_shooting_star(shooting_star); + } else { + shooting_star->delay--; + } + } +} + +static void animate_shooting_stars(void) { + if (is_calm) { + return; + } + if (!shooting_stars_setup) { + for (int i = 0; i < MAX_NUMBER_OF_SHOOTING_STARS; ++i) { + shooting_stars[i].running = false; + } + shooting_stars_setup = true; + } + /** + * Fixes issue with stars that were falling _while_ the + * wpm dropped below the condition for them to keep falling + */ + void end_extra_stars(uint8_t starting_index) { + for (int shooting_star_index = starting_index; shooting_star_index < MAX_NUMBER_OF_SHOOTING_STARS; ++shooting_star_index) { + struct ShootingStar shooting_star = shooting_stars[shooting_star_index]; + if (shooting_star.running) { + finish_shooting_star(&shooting_star); + shooting_stars[shooting_star_index] = shooting_star; + } + } + } + + int number_of_shooting_stars = current_wpm / SHOOTING_STAR_WPM_INCREMENT; + number_of_shooting_stars = (number_of_shooting_stars > MAX_NUMBER_OF_SHOOTING_STARS) ? MAX_NUMBER_OF_SHOOTING_STARS : number_of_shooting_stars; + + if (number_of_shooting_stars == 0) { + // make sure all shooting_stars are ended + end_extra_stars(0); + } else { + for (int shooting_star_index = 0; shooting_star_index < number_of_shooting_stars; ++shooting_star_index) { + struct ShootingStar shooting_star = shooting_stars[shooting_star_index]; + animate_shooting_star(&shooting_star); + shooting_stars[shooting_star_index] = shooting_star; + } + end_extra_stars(number_of_shooting_stars); + } +} +#endif // endregion + +/** + * Main rendering function + * + * Calls all different animations at different rates + */ +void render_stars(void) { + // // animation timer + if (timer_elapsed32(starry_night_anim_timer) > STARRY_NIGHT_ANIM_FRAME_DURATION) { + starry_night_anim_timer = timer_read32(); + current_wpm = get_current_wpm(); + +#ifdef ENABLE_ISLAND + animate_island(); +#endif + +#ifdef ENABLE_SHOOTING_STARS + if (animation_counter % SHOOTING_STAR_ANIMATION_MODULATOR == 0) { + animate_shooting_stars(); + } +#endif + +#ifdef ENABLE_STARS + // TODO offsetting the star animation from the wave animation would look better, + // but if I do that, then the stars appear in the water because + // the ocean animation has to wait a bunch of frames to overwrite it. + // Possible solutions: + // 1. Only draw stars to the top of the island/ocean. + // 2. Draw ocean every frame, only move ocean on frames matching modulus + // Problems: + // 1. What if someone wants to move the island up a bit, or they want to have the stars reflect in the water? + // 2. More cpu intensive. And I'm already running out of cpu as it is... + if (animation_counter % STAR_ANIMATION_MODULATOR == 0) { + animate_stars(); + } +#endif + +#ifdef ENABLE_WAVE + if (animation_counter % OCEAN_ANIMATION_MODULATOR == 0) { + animate_waves(); + } +#endif + +#ifdef ENABLE_MOON + draw_moon(); +#endif + + animation_counter = increment_counter(animation_counter, NUMBER_OF_FRAMES); + } + + // this fixes the screen on and off bug + if (current_wpm > 0) { + oled_on(); + starry_night_anim_sleep = timer_read32(); + } else if (timer_elapsed32(starry_night_anim_sleep) > OLED_TIMEOUT) { + oled_off(); + } +} |